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I'm going to be playing my next character for a long time. I am going to play a character who does not wish to kill people, but certainly he is not opposed to knocking the stuffing out of anyone who deserves it. Here are the feats I want I need some help in getting them fastest. beside each feat I will list a number (1-5) 1 being lowest priority and 5 being highest. Help me acquire the feats in the fastest way possible getting high priority feats at the earliest opportunity.
Improved Unarmed Strike (3)
Snake Style (1)
Snake Sidewind (1)
Snake Fang (5)
Sap Adept (4)
Sap Master (5)
Enforcer (3)
Weapon Focus (Unarmed Strike) (3)*
Dazzling Display (3)
Shatter Defenses (5)
Two Weapon Fighting (2)
Double Slice (1)
Weapon Finesse (5)*
Combat Expertise (1)
Improved Feint (1)
*This feat is available through a rogue talent.
The character concept is someone who scares his opponents in combat, and uses his superior martial prowess to leave them helpless against his onslaught. I'm planning on Offensive Defense rogue talent to gain big dodge bonuses against incoming attacks. I also plan on purchasing an Agile Amulet of Mighty Fists at my earliest opportunity. I am playing the character from level 1 on so this needs to have as few levels as possible endured before he begins to blossom.

lemeres |

You can get all of snake style in 3 levels or less if you take advantage of unarmed fighter and master of many styles monk. Unarmed fighter allows you to take the first feat in a style feat chain as a bonus feat without meeting the prerequisites. Master of many styles allows you to take any style feat without the prerequisites (other than earlier feats within the style leading up to it, of course). So it can go something like this:
Unarmed fights: Snake Style and Improved Unarmed strike
MoMS: Snake Sidewind (and better unarmed strikes)
MoMS: Snake Fang
Of course, if you leave the snake style stuff until later, you could do it with just the two Master of Many styles levels if you take the first feat through you level up feat at 3rd level, and then the second through the class bonus feat.
Although, your concept of "scares his opponent in combat" might work better with boar style. The first feat lets you do slashing damage and get something like a two weapon rend (or just any two hits in a round I guess) that does bleed damage instead. The second feat lets you also do piercing damage and do a free intimidation check when you do that rend. Not essential, but if you go as a Master of Many styles, you can use this at the same time as snake style.

StreamOfTheSky |

If you insist on being a Rogue, you're by default losing at least one BAB. You want Shatter Defenses the fastest, so I suggest [full BAB class(s)] 3 / Rogue 4. That way you will have BAB +6 by level 7. Adding any more than 4 rogue levels or another non-full BAB class (like monk) only delays Shatter Defenses further. Unfortunately, getting Snake Fang fast at all, let alone without all the feat requirements, basically requires Master of Many Styles... And if you do go MoMS and can thus have two styles active, I would suggest biting the bullet and also getting Crane Wing. It goes together so well w/ Snake.
You will want Thug Rogue if using Enforcer feat, as in your planned feats. Otherwise Rake Rogue can replace it, but is not as good an archetype.
Suggested build:
Unarmed Fighter 2 / Thug Rogue X / Sohei Master of Many Styles Monk 2
Take Fighter at level 1 for the HD maxed and get a head start on feats. Choose Crane Style to sidestep the dodge requirement (Snake Style has no feat required beyond IUS). Then go 2 or more levels in Rogue to get Weapon Finesse as your first talent. I know you want it ASAP, but this build is hella feat heavy and you're only allowed to take Combat Trick twice (once as a ninja trick), so milk all the specific feat talents you can. Enter Monk to grab Snake Fang and Crane Wing. Sohei trades the largely useless (unless you plan to have high wis?) Stunning Fist for always acting in the surprise round. Handy... Do 2 more levels of rogue for Weapon Focus. You now have BAB +5 and Rogue 5 doesn't help. Jump back to Fighter for BAB +6 and a feat at 8th level to take Shatter Defenses with. Then just go Rogue.
Fighter 1 --> Rogue 2 --> Monk 2 --> Rogue +2 --> Fighter +1 --> Rogue [all future levels]
Feats:
1 Combat Reflexes
1 Enforcer [Human]
1 Imp. Unarmed Strike [Fighter 1]
1 Crane Style [Fighter 1]
3 Snake Style
3 Weapon Finesse [Finesse Rogue - Rogue 2]
4 Snake Fang [Monk 1]
5 Sap Adept
5 Crane Wing [Monk 2]
7 Dazzling Display
7 Weapon Focus [Weapon Training - Rogue 4]
8 Shatter Defenses [Fighter 2]
9 Sap Master
10 TWF [Combat Trick - Rogue 6]
11 Double Slice
12 Imp. TWF? [Ninja Trick (Combat Trick) - Rogue 8]
13 ???
and so on...
With this build, you can skip the worthless Snake Sidewind. I'm not sure why you even want Expertise and Feint, but I'd drop them...

StreamOfTheSky |

They may not in PFS, but in any home game, they should. Sohei adding to the bonus feat options is not in conflict with MoMS changing them. Sohei isn't critical anyway, I just thought if he had no plans to rock high wisdom, a piddly # of low DC stunning fists per day would be a lot less useful than always going in the surprise round and +1 initiative.

StreamOfTheSky |

If you plan to go higher than a dip, they're actually a pretty terrible combo. Sohei caps unarmed damage (many of the styles use unarmed to some degree) and MoMS removes flurry when sohei's main advantage is flurrying with weapon groups.
But for a 1 or 2 level dip? Pretty sexy.
Also, in retrospect, I notice that I suppose you can get all the needed feats before running through both Combat Trick options, so maybe you could indeed get Finesse at level 1 and put off something else, like Combat Reflexes, for later as a rogue talent. Speaking of...I notice now that the OP did not even list combat reflexes, but a high dex snake fang build w/o it would be pretty silly.
EDIT: Revised build
Feats:
1 Weapon Finesse
1 Enforcer [Human]
1 Imp. Unarmed Strike [Fighter 1]
1 Crane Style [Fighter 1]
2 Crane Wing [Monk 1]
3 Snake Style
3 Snake Fang [Monk 2]
5 Sap Adept
5 Combat Reflexes [Combat Trick - Rogue 2]
7 Dazzling Display
7 Weapon Focus [Weapon Training - Rogue 4]
8 Shatter Defenses [Fighter 2]
9 Sap Master
10 TWF [Ninja Trick (Combat Trick) - Rogue 6]
11 Double Slice
12 Offensive Defense [Rogue 8] *I know, not actually a feat*
13 Improved TWF?
and so on...
I know Sap Master seems late, but until you have Shatter Defenses, it's really not that useful.

lemeres |

How do you avoid snake sidewind? I am assuming you are using Master of Many styles, but that doesn't ignore other style feats as prerequisites. Am I missing something in the wording?
Even though they seem to stack, I am not that hot on using sohei with MoMS. Ignoring the fact that Altus wants to go unarmed, there are not that many one handed martial weapons that simply wow me beyond all belief, at least when you consider the fact that standard monks already get short swords. Mix in the rogue levels for a rapier, and there is little reason to bother if you aren't trying for dervish dance.

StreamOfTheSky |

Umm... the MoMS description explicitly says you can skip if you have the base style feat. That's the whole point of using MoMS at all (that and not having to wait for level 9).
Alternatively, a master of many styles may choose a feat in that style’s feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style). The master of many styles does not need to meet any other prerequisite of the feat in the style’s feat path.
And what are you talking about? I know he plans to fight unarmed. That's fine. What's all this w/ the rapier talk? Crane Style does not require you to have a 1H weapon, it requires a free hand. Holding no weapon works just fine... Crane Style is for the big AC buff (Snake Fang only triggers on a miss) and to make the first hit each round a miss (yay, Snake Fang!). It's a great combo.

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I like where you're going with this! thanks for the help. This build does use PFS rules, so I could use Ninja Trick (Combat Trick) in order to pick up a feat faster. I wasn't planning on doing any Monk, but you do make an interesting case for it. Will post final build tomorrow night, I can start this character as a lvl 6 PFS character due to built up GM Credit, but I hate to multiclass too much because I want that Sap Master fast too, and the only way to build to that is with rogue levels.

lemeres |

Well, a sohei that gives up flurry of blows pretty much just a monk with martial weapons and a couple tricks. I'll admit, I was sticking to 1h so he could use crane style (he did have a bunch of defensive feats to take advantage of snake fang). And really, the only way for a 1 handed weapon to be better than the short sword for a DEX build is for it to have a higher crit (like a rapier.)
I thought it mostly cut out the rank prerequisites so that you can get style feats far easier. I mean, under my assumption, you can still have all three crane style feats by level 2 if you are human. I am unsure how some of the higher level style feats would even work if you skipped the second feat. How would crane riposte work without crane wing? I'll set this issue aside for now, but something seems weird, and I will admit it may be on your part.
EDIT: MY search fu has only revealed how much of an opinion you have on this, Sky.

StreamOfTheSky |

I like where you're going with this! thanks for the help. This build does use PFS rules, so I could use Ninja Trick (Combat Trick) in order to pick up a feat faster. I wasn't planning on doing any Monk, but you do make an interesting case for it. Will post final build tomorrow night, I can start this character as a lvl 6 PFS character due to built up GM Credit, but I hate to multiclass too much because I want that Sap Master fast too, and the only way to build to that is with rogue levels.
Well, you have to make some compromises. You want multiple things as fast as possible that all conflict with each other.
You want Shatter Defenses quick, but rogue levels hinder that. You could start off fighter 6, but that'd wreck your sneak attack pretty hard and I doubt you want that.
You want Sap Master fast, but putting in a lot of rogue levels means putting off Shatter Defenses, which is largely critical to actually using Sap Master.
You want Snake Fang fast, but without a MoMS dip, you'll actually need to fulfill that 9 skill rank requirement, and put it WAY off. If you do a MoMs dip, it hurts Shatter Defenses and Sap Master acquisition time.
I merely tried to chart a balanced course between all the competing feat wants. Do with it what you will...

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And I appreciate what you did immensely, I didn't realize that the MoMS could actually skip over prerequisites, that makes it more tempting.
I think that it's hard to acquire (if indeed not impossible)all three of the primary feats in this build (Shatter defenses, Sap Master, and Snake Fang) before level 9.
BAB 6 means that in order to acquire before 9 I can only skip 3 BAB levels, Rogue requirements for Sap Master account for 2 so I could dip monk, but with only Fighter/Rogue I can get Snake Style @ level 9 because the ranks are there. Looks like 9 will be where the build really takes off, and there isn't a good way to do it earlier, because without Sap Master, those snake fang attacks won't be doing much damage, and without Shatter defenses I won't be reliably getting that Sneak Attack Damage.

StreamOfTheSky |

Eh, you can afford 5000 gp for agile amulet of mighty fists by level 6, so your attacks will be doing 1d6 + dex modifier each, which is decent. Combined with the sheer number of attacks and high AC from Crane Style/Wing, I think you'll do well enough in combat. DR could give you headaches (does PFS allow you to wear cold iron and silver gauntlets to overcome those DR's with unarmed strikes?), but you do still have +2d6 SA at 6th level once an ally can flank with you, and another +4 damage when you can deal nonlethal from Sap Adept.

Jubal Breakbottle |

If you plan to have Rogue 2 for sneak and Monk (MoMS) 2 for crane, I would suggest combining Monk (MoMS with Sacred Mountain). Rogue 2 gives evasion and so does Monk 2. Unless your home GM will give you Improved Evasion for getting Evasion from two classes, Sacred Mountain gives you Toughness and +1 natural armor for the Monk Evasion.
cheers
PS FWIW I'm in the camp that Crane is much better than Snake

StreamOfTheSky |

Good idea, I always forget Evasion doesn't automatically stack like Uncanny Dodge. It really should... Sacred Mountain is decent for a dip and stacks w/ MoMS, definitely take that.
Crane is better defense, Snake is nice for sheer damage output if you can get foes to keep attacking you. They're a great match for each other, though. Doesn't have to be a competition. :)
I would never bother w/ Snake Style's AC replacer, though. Especially when I could be using my swift/immediate on an additional attack via Snake Fang. Just pump your own AC high.

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Ok so I'm sitting here with Herolab Open going through these. I've got these 3 level 9 Statblocks, This is before gear is purchased so keep that in mind.
Human Rogue 9
LN Medium Humanoid (human)
Init +7; Senses Perception +12
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex)
hp 66 (9d8+18)
Fort +5, Ref +11 (+3 bonus vs. traps), Will +3; +4 to avoid being knocked prone
Defensive Abilities evasion, improved uncanny dodge (lv >=13), trap sense
--------------------
Offense
--------------------
Speed 30 ft.
Melee Sap +11/+6 (1d6/x2) and
Unarmed strike +12/+7 (1d3/x2)
Special Attacks sneak attack +5d6
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 14, Int 13, Wis 10, Cha 12
Base Atk +6; CMB +6; CMD 21 (25 vs. Trip)
Feats Combat Reflexes (6 AoO/round), Dazzling Display (Unarmed strike), Enforcer, Improved Unarmed
Strike, Sap Adept, Sap Master, Snake Sidewind, Snake Style, Weapon Finesse, Weapon Focus (Unarmed
strike)
Traits Augmented Disguise, Reactionary
Skills Acrobatics +17 (+21 to avoid being knocked prone), Appraise +5, Bluff +9, Climb +8, Diplomacy +9,
Disable Device +21, Disguise +13, Escape Artist +13, Intimidate +13, Knowledge (dungeoneering) +7,
p3
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Knowledge (local) +7, Perception +12 (+16 to locate traps), Sense Motive +14, Stealth +17
Languages Common, Skald
SQ rogue talents (finesse rogue, offensive defense, style master, unarmed combat training, weapon
training), trapfinding +4
Other Gear Mithral Chain shirt, Sap, 49 GP
--------------------
Special Abilities
--------------------
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dazzling Display (Unarmed strike) Intimidate check to demoralize can affect those within 30' who see
you.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Uncanny Dodge (Lv >=13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be
flanked unless the attacker is Level 13+.
Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that foe.
Sap Adept Gain bonus damage on nonlethal attacks,
Sap Master Deal twice your sneak attack damage when dealing nonlethal damage
Snake Sidewind Gain a bonus to avoid being knocked prone, and use Sense Motive check to confirm
critical hits
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Sneak Attack +5d6 +5d6 damage if you flank your target or your target is flat-footed.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.
Fighter Splash
Human Fighter (Unarmed Fighter) 2 Rogue 7
LN Medium Humanoid (human)
Init +7; Senses Perception +11
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex)
hp 69 (2d10+7d8+18)
Fort +7, Ref +10 (+2 bonus vs. traps), Will +2; +1 vs. exhausted, fatigued, staggered, or temporary
penalties to ability scores, +4 to avoid being knocked prone
Defensive Abilities evasion, harsh training +1, trap sense, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed strike +13/+8 (1d3/x2)
Special Attacks sneak attack +4d6
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 14, Int 13, Wis 10, Cha 12
Base Atk +7; CMB +7; CMD 22 (26 vs. Trip)
Feats Combat Reflexes (6 AoO/round), Dazzling Display (Unarmed strike), Enforcer, Improved Unarmed
Strike, Sap Adept, Sap Master, Shatter Defenses (Unarmed strike), Snake Fang, Snake Sidewind, Snake
Style, Weapon Finesse, Weapon Focus (Unarmed strike)
Traits Augmented Disguise, Reactionary
Skills Acrobatics +17 (+21 to avoid being knocked prone), Bluff +5, Climb +5, Diplomacy +6, Disable
Device +19, Disguise +12, Intimidate +13, Knowledge (dungeoneering) +5, Knowledge (engineering) +10,
Knowledge (local) +10, Perception +11 (+14 to locate traps), Sense Motive +14, Stealth +17
Languages Common, Skald
SQ rogue talents (combat trick, finesse rogue, offensive defense, weapon training), trapfinding +3
Other Gear Mithral Chain shirt, 50 GP
--------------------
Special Abilities
--------------------
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dazzling Display (Unarmed strike) Intimidate check to demoralize can affect those within 30' who see
you.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Harsh Training +1 (Ex) +1 Will save vs. effects that cause exhausted, fatigued, or staggered conditions
or temporary penalties to ability scores
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that foe.
Sap Adept Gain bonus damage on nonlethal attacks,
Sap Master Deal twice your sneak attack damage when dealing nonlethal damage
Snake Fang If opponent misses you, make an attack of opportunity as an immediate action
Snake Sidewind Gain a bonus to avoid being knocked prone, and use Sense Motive check to confirm
critical hits
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
p1
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Last
Rogue 6
LN Medium Humanoid (human)
Init +6; Senses Perception +14
--------------------
Defense
--------------------
AC 17, touch 16, flat-footed 13 (+4 Dex, +1 natural)
hp 77 (1d10+8d8+27)
Fort +9, Ref +12 (+2 bonus vs. traps), Will +7; +4 to avoid being knocked prone
Defensive Abilities evasion, trap sense, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed strike +11/+6 (1d6/x2)
Special Attacks sneak attack +3d6
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 14, Wis 14, Cha 10
Base Atk +6; CMB +6; CMD 22 (26 vs. Trip)
Feats Combat Reflexes (5 AoO/round), Dazzling Display (Unarmed strike), Enforcer, Improved Unarmed
Strike, Sap Adept, Sap Master, Shatter Defenses (Unarmed strike), Snake Fang, Snake Sidewind, Snake
Style, Stunning Fist (3/day) (DC 16), Toughness +9, Weapon Finesse, Weapon Focus (Unarmed strike)
Traits Augmented Disguise, Reactionary
Skills Acrobatics +16 (+20 to avoid being knocked prone), Appraise +6, Bluff +6, Climb +12, Diplomacy
+5, Disable Device +19, Disguise +5, Intimidate +12, Knowledge (dungeoneering) +6, Knowledge
(engineering) +6, Knowledge (history) +10, Knowledge (local) +11, Knowledge (religion) +6, Perception +14
(+17 to locate traps), Sense Motive +16, Stealth +16
Languages Common, Hallit, Skald
SQ ac bonus +2, fuse style (2 styles), rogue talents (combat trick, offensive defense, pressure points,
weapon training), stunning fist (stun), trapfinding +3, unarmed strike (1d6)
Other Gear 150 GP
--------------------
Special Abilities
--------------------
AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dazzling Display (Unarmed strike) Intimidate check to demoralize can affect those within 30' who see
you.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into
a more perfect style. The master of many styles can have two style feat stances active at once. Starting a
stance provided by a style feat is still a swift action, but whe
p2
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that foe.
Pressure Points (Su) A ninja with this trick can strike at an opponent's vital pressure points, causing
weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of
Strength or Dexterity damage, decided by the ninja. Unlike normal ab
Sap Adept Gain bonus damage on nonlethal attacks,
Sap Master Deal twice your sneak attack damage when dealing nonlethal damage
Snake Fang If opponent misses you, make an attack of opportunity as an immediate action
Snake Sidewind Gain a bonus to avoid being knocked prone, and use Sense Motive check to confirm
critical hits
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Stunning Fist (3/day) (DC 16) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not
meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a
new condition to the target of his Stunning Fist. This conditio
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
This one has all required feats AND Toughness and Natural Armor to boot, however it is lacking in the sneak attack department, only sporting a 3d6 sneak attack, so an unarmed sneak attack looks like 7d6+ 16 with an agile Amulet of Mighty fists, I could throw a Mithral Chain shirt on and make his AC go up to a 19 like the others.
So- Advantages Monk Build gets more feats faster and has the ability to get additional feats- Short comings- Sneak attack damage just isn't as devastating as the other builds.
Advantages Unarmed Fighter Build- Sneak Attack Damage looks to have a slight edge, but with Sneak attack being the focus of the build, That's big. All the really good feats make it into the build by level 9, with room to play around in the levels before retirement (10-12)
Rogue Exclusive Build- While aspects of this build look tempting, overall it just doesn't hit it's stride early enough. I'm rejecting this approach as a failure, spending too long before beginning to blossom.

StreamOfTheSky |

The reason to go monk at all was to
1. Get Snake Fang before level 9
2. Ignore the horrible Snake Sidewind pre-req feat
3. Combine Snake with Crane for much higher defense to trigger the counter-attacks
Since you build analysis seems to care about the "level 9 outlook" when you can get Snake Fang regardless of choice, still has Snake Sidewind (you actually want it, not just b/c it's a pre-req?), and does not have Crane Wing...
Just do the Fighter/Rogue option, then. It's not worth 1d6 sneak attack and a point of BAB to gain toughness and +1 natural armor.

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The reason for the "level 9 outlook" is because it was the first level that all three feats I wanted were achieved in any build. The big three were always: Sap Master, Snake Fang, and Shatter Defenses. No build got all three before level 9. I was building these on Hero Lab and it seems like you cannot ignore that pre-requisite feat. If I'm mistaken on this then it changes things considerably because I could drop that level of Unarmed Fighter entirely, and that would get the sneak attack up higher.

Jubal Breakbottle |

My rogue logic FWIW
1. Rogues must melee to sneak attack
2. Rogues can't wear full plate and are 3/4 BAB
3. Rogues generally need defense and offense relative to full BAB tanks flanking with them. Otherwise, rogues become the preferred targets.
4. Crane Wings give statistically better melee defense vs. Snake Style
5. Crane Riposte gives +1 melee offense vs. the 2nd attack of Snake Fang using the rogue's swift action
I think your "big three" should be Sap Master, Crane Riposte, and Shatter Defenses.
cheers

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I decided to make a non-lethal guy after I was scolded by Ambrus Valsin after tossing a Criminal off of a rooftop, killing her. I won't name the scenario, but one of my characters has now been labeled as a "reckless vigilante". This was just kind of what I wanted to do with a follow-up to make sure that doesn't happen again.

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Feat Selection By Level for Monk 2/ Rogue X. Master of Many Styles and Monk of the Sacred Mountain are both in play.
1. Monk-1 Improved Unarmed Strike(CF), Stunning Fist(CF),
Enforcer (1), Weapon finesse(H), Snake Style(MB).
2. Monk-2 Snake Fang (MB), Toughness(CF)
3. Rogue-1 Sap Adept(lvl 3 feat)
4. Rogue-2 Weapon Focus [(unarmed) Weapon Training]
5. Rogue-3 Dazzling Display[(unarmed) lvl 5 feat]-At this point all
prerequisite feats are in, now we just have to wait for
payoff levels.
6. Rogue-4 Offensive Defense
7. Rogue-5 Sap Master (lvl 7 Feat)
8. Rogue-6 Combat Trick (combat reflexes); Combat Trick (dodge)
9. Rogue-7 Shatter Defenses (lvl 9 feat)
10. Rogue-8 Style Master (Crane Style)
11. Rogue-9 Crane Wing (lvl 11 feat)
12. Rogue-10 Rogue Talent (Bonus Feat)-Crane Riposte
13. Rogue-11 Extra Rogue Talent (Crippling Strike) (lvl 13 feat)
14. Rogue-12 Rogue Talents-(Pressure Points; Improved Evasion)
15. Rogue-13 Knockout Artist (lvl 15 feat)
16. Rogue-14 Sacrifice Self
17. Rogue-15 Improved Natural Armor
18. Rogue-16 Opportunist
19. Rogue-17 Improved Critical (Unarmed Strike)
20. Rogue-18 Trap Finder.